Split second motion blur

  • Authors:
  • Matt Ritchie;Greg Modern;Kenny Mitchell

  • Affiliations:
  • Disney Interactive Studios;Disney Interactive Studios;Disney Interactive Studios

  • Venue:
  • ACM SIGGRAPH 2010 Talks
  • Year:
  • 2010

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Abstract

Motion blur is key to delivering a sense of speed in interactive video game rendering. Further, simulating accurate camera optical exposure properties and reduction of temporal aliasing brings us closer to high quality real-time rendering productions. We describe a motion blur system that integrates image and texture space motion blur for smooth results with less than one sample per pixel. We apply the algorithm in the context of a deferred shading rendering engine used in Split/Second (Disney: Black Rock), but the method also applies to forward rendering, ray tracing or REYES style architectures.